don't update vbo, if there are no changes in Renderer::Swap

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
This commit is contained in:
degasus 2012-12-09 19:22:21 +01:00 committed by Ryan Houdek
parent bbcb442983
commit d0c4332d99
2 changed files with 35 additions and 18 deletions

View File

@ -117,6 +117,8 @@ struct Rectangle
Rectangle(T theLeft, T theTop, T theRight, T theBottom)
: left(theLeft), top(theTop), right(theRight), bottom(theBottom)
{ }
bool operator==(const Rectangle& r) { return left==r.left && top==r.top && right==r.right && bottom==r.bottom; }
T GetWidth() const { return abs(right - left); }
T GetHeight() const { return abs(bottom - top); }

View File

@ -109,6 +109,7 @@ namespace OGL
static int s_fps = 0;
static GLuint s_ShowEFBCopyRegions_VBO = 0;
static GLuint s_Swap_VBO = 0;
static TargetRectangle s_old_targetRc;
static RasterFont* s_pfont = NULL;
@ -254,6 +255,13 @@ Renderer::Renderer()
s_ShowEFBCopyRegions_VBO = 0;
s_Swap_VBO = 0;
s_blendMode = 0;
// should be invalid, so there will be an upload on the first call
s_old_targetRc.bottom = -1;
s_old_targetRc.top = -1;
s_old_targetRc.left = -1;
s_old_targetRc.right = -1;
InitFPSCounter();
@ -1221,26 +1229,33 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
GLfloat vertices[] = {
-1.0f, -1.0f, 1.0f,
(GLfloat)targetRc.left, (GLfloat)targetRc.bottom,
0.0f, 0.0f,
if(!(s_old_targetRc == targetRc)) {
GLfloat vertices[] = {
-1.0f, -1.0f, 1.0f,
(GLfloat)targetRc.left, (GLfloat)targetRc.bottom,
0.0f, 0.0f,
-1.0f, 1.0f, 1.0f,
(GLfloat)targetRc.left, (GLfloat)targetRc.top,
0.0f, 1.0f,
1.0f, 1.0f, 1.0f,
(GLfloat)targetRc.right, (GLfloat)targetRc.top,
1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
(GLfloat)targetRc.right, (GLfloat)targetRc.bottom,
1.0f, 0.0f
};
-1.0f, 1.0f, 1.0f,
(GLfloat)targetRc.left, (GLfloat)targetRc.top,
0.0f, 1.0f,
glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
glBufferData(GL_ARRAY_BUFFER, 4*7*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
1.0f, 1.0f, 1.0f,
(GLfloat)targetRc.right, (GLfloat)targetRc.top,
1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
(GLfloat)targetRc.right, (GLfloat)targetRc.bottom,
1.0f, 0.0f
};
glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
glBufferData(GL_ARRAY_BUFFER, 4*7*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
s_old_targetRc = targetRc;
} else {
// TODO: remove this after switch to VAO
glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
}
// disable all pointer, TODO: use VAO
glEnableClientState(GL_VERTEX_ARRAY);